The reasons for why you would go for armoured limbs vs an unarmoured ones, and choosing the different limbs themselves haven’t really changed. The setup here is largely similar to the original game you’re able to target different body parts and limbs to chop off after enough damage has been done, with some armoured and others not. What I found was a frustrating souls-like that somehow seems less sure about what it wants to be than any of Deck13’s previous games. I went into The Surge 2 expecting a more refined take on the mechanics introduced in the first game, with perhaps a few surprises thrown in. This convergence of fresh systems and new takes on existing ideas was enough to keep me going, however, until I saw it to its conclusion before finishing my review.Īfter about 12 hours with The Surge 2, I am nowhere close to the end of its narrative, but nearing the end of my time with it. The Surge's ambition to stand out from the dozen other souls-likes with its sci-fi setting, an impressive limb-targeting system and a mishmash of ideas from mech games and RPGs all helped produce a competent but ultimately disappointing game. The Surge sidestepped many of Lord’s problems, and inevitably ended up introducing its own. It was Deck13’s follow-up to Lords of the Fallen – a deeply flawed, but nonetheless ambitious take on the souls-like subgenre. ![]() I reviewed the original Surge two years ago. ![]() The Surge 2 doesn't grow in the ways you expect a sequel to.
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